raw:0/0/640/200/** SAMPLEMAKER V3.1 **
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Totaly coded by Midas.
All music composed by Midas, except for
Magic Fly done by Space.
All samples, including drums, made with the
Samplemaker V3.1 or previous versions...
This is an update of the SM v3.0. The SM v2.0 has never been released.
Samplemaker v3.1 features:
- More screens, and so less complex to work with.
- Better and faster routines.
- Error handling. Now info when the screen blinks.
- More edit functions.
- Better disk operations.
To prove the quality of this superb utility, listen to the music, and note that
all samples are made with the Samplemaker v3.1.
With some experimenting, you can make a wide range of complex samples, even
bass- and snaredrum (as you can hear).
The max. length of the sample is $4000 (16384 bytes). This has proven to be
enough for most purposes.
1) Making a sample
There are 64 waves build in, and 16 waves to be made by the user (see: DRAW).
Select a waveform and a frequency. Next, put the waveform in the edit-screen by
clicking on the place you desire. The length and the graphic representation of
the sample will automatically be adjusted.
This provides you to make a complete sample by putting together all kinds of
waveforms, even with a different frequency.
Use 'FILL' to fill up a part of the samplememory with a chosen waveform.
Set BEGIN and END and click on FILL. With BEGIN and END both zero, you can fill
up the whole memory-size.
- PUT : (gray arrow-default value) puts a waveform in the edit-screen
- INS : (green arrow) inserts a waveform on the edit-screen
- DEL : (red arrow) deletes a waveform from the screen.
- MIX : (dark gray arrow) mixes the waveform on the screen with the
selected wave. The wavenumber on the screen stays the same.
- LEFT CUT : (yellow arrow) cuts all waves on the left side of the arrow
- RIGHT CUT: (cyan arrow) cuts all waves on the right side of the arrow
- COPY : copies all numbers of the sample again.
- CLR : clears the sample (= fill up with $00)
This gives you a new screen. Here you can make the waves $40 till $5F, or 16
waveforms. Select the wave you wish to make. Now you can 'draw' in the screen.
Click left to set a byte, click right to clear a byte. With 'copy' you can copy
one of the standard waves to the drawing and adjust it.
CLR clears the drawing.
With PLAY you can hear the wave you draw. Play and draw can be done at the same
time, so you can edit the wave till it sounds right!
STOP clears the sound parameters, and MAIN goes back to the edit screen
The next page will give some info about the different effects. Note that you
must have a sample length of min. $400 (8 waves) to get some result.
- ENVELOPE (this is the well known ADSR of a sample)
ATTACK : This is the time the sample needs to go to the max. volume. An attack
of $00 will give it's max. volume immediately.
DECAY : This is the time the sample needs to reach it's sustainlevel.
SUSTAIN: Sustain is a VOLUME (not a time). This can get the value $01 till $7F.
RELEASE: The time the sample needs to fade out (reach a volume of $00).
Note that this is an improvement of the ordinary 'fade in' and 'fade out' of
the previous versions of the Samplemaker.
- ADD NOISE
This mixes the sample between the pointers 'BEGIN' and 'END' with noise. The
only parameter here is the noiselevel, from $01 (very low) till $7F. A big
help for snaredrum-like sounds.
Gives the sample an amplitude modulation.
DEPTH is the depth of the modulation ($01 - $7A), and RATE is the frequency
of the modulation ($01 - $20)
- DISTORTION (compare with a fuzz for guitars)
Between the pointers BEGIN and END, this gives you a 'heavy' sound.- MAKE CHORD
Here you can mix the original sample with max. 3 different notes, to create
a chord. If one of the notes is C-, than this will be skipped.
You can also select the mix-waves and mix-freq. of the chord. DELAY gives you
a wait period before mixing the notes.
Example: notes E- G- C- gives a major chord.
notes D# G- C- gives a minor chord.
This produces a wide range of filtering through the sample. An explanation of
the parameters is useless; experimentation is recommended here.
The flanger (or phaser) is well known, it gives more colour to the sound.
The longer the sample, the better results. Even with all parameters set to $01
this effect will give a beautifull dimension to the sample.
This sweeps the frequency of the sample till the next octave is reached.
A level from $01 till $3f sweeps the frequency up, from $41 till $7f sweeps
the frequency down. $40 is neutral and gives no effect. Also this is very
usefill when creating drum-sounds.- REVERSE
This has no parameters. It simply reverses the sample between the pointers
begin and end.
You can create bell and gong sounds here. It has 7 levels of manipulation, all
with different effects: turning parts of the sample upside down, clearing
bytes, EXOR, etc...
- AMPLITUDE UP
Magnifies (a part of) the sample with 1/8 of it's original volume.
- AMPLITUDE DOWN
Reduces (a part of) the sample with 1/8 of it's original volume.
- OCTAVE UP
This doubles the frequency of the sample between the pointers BEGIN and END.
- OCTAVE DOWN
This halves the frequency of the sample between the pointers BEGIN and END.
4) ADDITIONAL ITEMS
Except when you DRAW a waveform, you can use the following:
- IN BUF : Copies the sample in the buffer. The sample allready in the buffer
will be destroyed.
- OUT BUF : Copies the buffersample to the main screen (with the wave-matrix!).
The sample allready on the screen will be destroyed.
- SWP BUF : This swaps the buffersample with the sample on the screen. Nothing
is destroyed here.
- MIX BUF : This shows the real power of the buffer. The sample on the screen
will be mixed with the one in the buffer, this with respect to the
length of the main sample.
- C0 - C2 : these are the notes you can play, if you select:
- ONCE : Plays the sample once.
- LOOP : Plays the sample continuously.
- STOP : Clears the sound-parameters.
Here you have two options:
You can save your sample as a binary or as a SM-file.
- Save bin: saves the sample as raw data, and can be used directly in most
music programs, such as Noisetracker, Protracker,...
- Save SM : this saves the sample in a special format, to be used again in the
samplemaker. It's advisable to put a mark when you type the file-
name. Example: 'Sample#1.SM'. See LOAD for more details.
You cannot just load any sample into the Samplemaker. Only SM-files will load
properly. This is because the edit-matrix is saved as well in a SM-file.
Any attempt to load another file will respond in a screen-flash with the
message: 'NOT A SM-FILE!'.
7) SOME FINAL REMARKS
- Except for ENVELOPE and CHORD, all effects are processed between the pointers
BEGIN and END
- The sound output goes only trough channel #1
- Octave up/down can cause some distortion. Use this only when necessary.
- The higher the frequency of the waveform you put on the screen, the less
details of the waveform.
- All effects have an UNDO-window. If something doesn't sound right, just click
UNDO and try different parameters (very usefull with filter & manipulation).
This program has been tested for several weeks, and works properly. If you find
any bugs then please contact:
All code & routines..............Midas
Demosongs & samples..............Midas
Graphics.........................Midas---> PAL or NTSC (p/n)?
raw:20/20/600/130/** SAMPLEMAKER V3.1 - System Message **
SAMPLEMAKER V3.1 CODED BY MIDAS SAMPLEMAKER V3.1 HAS BEEN IMPROVED: BETTER AND FASTER ROUTINES, ERROR HANDLING, MORE SCREENS AND SO LESS COMPLEX TO HANDLE, BETTER DISK OPERATIONS, USEFULL EDIT-ROUTINES, ETC... READ THE DOX FOR DETAILS ABOUT THIS UTILITY.
NO SAMPLE IN MEMORY!
ACTION NOT POSSIBLE!
BUFFER IS EMPTY!
SAMPLEMEMORY IS FULL
SAMPLE TOO SHORT !
TAKE ACTION FIRST!
BEGIN AND END TOO CLOSE!
NO DISK IN DRIVE
DISK ERROR !
NOT A SM-FILE!
done - no errors